violence in the media wrote:I had an idea for a further complication on magical item randomness, taking advantage of the idea that this whole thing would be a program:
What if you randomized the value of the mystical components prior to each campaign? So, in some campaigns, Fire Giant hearts are potent enchanting items, and in others they're nearly useless. You'd have a seed value that was set at the beginning and then used for all magical item randomization for the rest of the campaign; so Fire Giant hearts would retain their relative level of utility through the whole campaign. Next campaign, you could re-roll the seed and change everything up and have the players rediscover things, or just keep using the same seed so your group can retain the knowledge they've acquired of how things work.
That sounds really cool. I figure the net effect would usually be that players would guess and check a few things until they found something that was
over leveled, and then they'd go nuts alchemizing up some equipment above their tier. But... that actually sounds pretty awesome.
The big draw to me is that players would end up finding their best gear inputs surprisingly and that the
type would be a surprise as well. So players might end up with really cool "frost" gear or really cool "madness" gear, and that would be a surprise. But they'd still have agency as to what they used and why and the "surprise" component
wouldn't feel like the DM was "surprising" you by laying out his favorite fetish wear for you to put on.
That being said, while properly "old school," I don't really want to stick my hand into the bowels or chest cavity of defeated monsters any more. I would prefer it if there was a story reason for magical creatures to show up next to caches of magical ingredients. Like how in Master of Magic, Chaos Creatures congregate in Chaos Nodes. Could be something as simple as "Cockatrices happen when a Dust Chrysanthemum blooms near a chicken egg. If you see Cockatrices, the Dust Chrysanthemum cannot be far." Or something more esoteric like power rifts that make mana crystals and attract associated monsters. I just really don't want to carve the hearts out of humanoids to make my magic go. Unless I'm playing a blood magus necromaster or something, in which case bring on the butchery.
-Username17